[Official] New Reactors design thread.

This is me replacing Rick's thread, because he hasn't updated the list since november, and has stated he no longer has the time.

Rules:

Overallefficiency, will be considered in addition to power and efficiency, this means taking into consideration the energy for the UUM running cost.

Other mods will be allowed, please specifically state if another mod is needed to run the reactor, it may be a bit before I get aorund to making other sections.

Breeders will be judged on percentage efficiency and average time per uranium produced, note that this means there are diminishing returns on efficiency as heat increases.

If submitting a cheaper breeder, correct for an errorin the planner that causes stacks of heating cells to be calculated as the cost of one heating cell. Add 1 Iron, 11 copper, 6 rubber, and 2 redstone per heating cell past the first.

No LZH/RZH based reactors unless you show me a video of the automation system working.

Every possible step is taken to ensure these reactors are safe. But management of this thread and contributors assume no responsibility if you taunt Finagle by not shielding your reactors (note that the more powerful the reactor, the bigger the explosion), or prod Murphy by not triple checking your component arrangement is the same as reccomended.

Terminology:

Reactor pulse = 1 reactor pulse is 1 second.Cycle = 10000 reactor ticks. Uranium cells last for 10000 ticks.Efficiency = Total power produced per cycle/Uranium used*2,000,000Overall efficiency = The efficiency after taking into account the UUM cost of materials that must be replaced every cycle.Breeder Efficiency = How much of the theoretical maximum of 8 cells per uranium brick the breeder gets.

At the current time, all reactors on the list are mark I. This isn't a rule, just an apparent end result.

Update (- Aroma1997):

Since the material on here is still up-to-date, but the Reactor Calculator website is no longer available, I added the Reactor Codes, that can be pasted into MauveClaud's Reactor Planner. In case the Reactor Code is missing or not working, you can also just copy the part after the "?" in the reactor URL and paste that into the Reactor Planner. That will work as well.

Beginner reactors:These reactors are focused on being cheap stepping stones to real power.

This is a speciality breeder meant for a lack of automation tools, it produces its re-enriched uranium in just under 20 minutes (1120 seconds), so it can be run off a 20 minute timer (easy to build with vanilla redstone), and outputs enough to run most of the above reactors in one or two of its subcycles, keeping the manual workload for vanilla IC2 to a minimum.

These are small reactors meant to run off thorium, either to slowly fill your MFSUs early in the game, or to power a remote site for 14 hours between refuels without the need for long distance power transfer.

Thorium efficiency is listed as half the efficiency listed in the planner. This is done because of the assumption that the thorium is coming from centrifuging depleted uranium, and it allows for comparisons with breeding that uranium for use with conventional reactors instead.Dirt CheapThorium Reactor

These reactors use both plutonium and thorium, available from centrifuging re-enriched uranium (8 re-enriched gets 1 plutonium, 4 thorium, and 3 depleted cells).

Efficiency is measured assuming all isotopes come from this method, and is based on the power output compared and marked with excess isotopes if the balance is uneven, such as +8t for 8 extra thorium per thorium cycle, or +1p for 1 extra plutonium per thorium cycle.

Special credit for all these designs go to Brickedkeyboard, as he laid much of the grounwork on isotope arrangements.

High output Hybreeder :This outputs 367 EU/t, and over 230 re enriched cells per thorium cycle! Slight problem that it will not maintain heat while off, but the high EU, high efficiency, and enough re-enriched isotope to run 4 additional reactors makes up for it.

88:1 produces 7.9 re-enriched uranium per brick, 28:1 produces 7.7 per brick. It's a 2.6% increase in processing output. It does do the processing a lot faster, but that's only really a concern for multiple nuke plant setups.

So we made the High efficiency zero running cost reactor, and it blew up on us. It ran for a couple hours, and last we saw via the sensor kit was that it had 20 minutes left and had no heat. We're new to Nuclear on our server, so we don't really know how to figure out what happened. Is this design supposed to be 'completely' safe? We've ran some other designs to completion with no issues. What else can make a Nuke melt down?

Hmm, I've run that design for half a dozen or so cycles without issue. I may have a piece different off the old design, I'll run it through the computer cube. The behaviour sounds like component meltdown.

I also suspect, but have not confirmed, that a reactor that crosses a chunk boundary can also meltdown if one chunk unloads and the other stays loaded.

Computer cube says its good, that's in game code. The behaviour you describe is odd too. A meltdown should not take two hours, unless there's exactly one excess heat, in which case nuclear control should have been telling you that there was major heat in it. A component meltdown could cause the fast heat loss, but it lasted 2 hours, I can't make a system where a component fails after that much time.

And with nuclear control, a meltdown should be flat out impossible, since thermal monitors let you cut off the redstone signal that keeps it on.

We had the reactor connected to an MFSU, which had red alloy wire back to the reactor. The MFSU was set to send a signal when empty. That MFSU was then connected to another MFSU. So basically, the power is all immediately directed to the 'outer' MFSU, until full. It was never full though, as we were running a full-sized quarry the whole time.

We had the reactor connected to an MFSU, which had red alloy wire back to the reactor. The MFSU was set to send a signal when empty. That MFSU was then connected to another MFSU. So basically, the power is all immediately directed to the 'outer' MFSU, until full. It was never full though, as we were running a full-sized quarry the whole time.

A Redstone Signal turns a reactor ON, rather than off. This could be a potential fault source. Also, if you didn't have a NOT gate hooked up to your thermal sensor, then it would send a signal, keeping the signal on, when it detects heat. Rather the opposite of what you'd actually prefer to have happen.

I agree with Requia, this sounds like a melted component causing a cascade failure. I suspect that either a component was mis-placed, the wrong component was placed (a regular heat vent rather than an OC, for example), or someone came in behind you and shifted things around. Unfortunately, any evidence of tampering or improper placement has long since gone up with everything else in the area.

Turning it on with the redstone was our intention. The outer MFSU will always pull any available power in from the inner MFSU. When the inner MFSU becomes empty, it turns the reactor ON and gets new power, which the outer MFSU then takes, re-emptying the inner MFSU...rinse repeat.

I had actually meant anything to automatically replace uranium. That's a bit tricky with reactors, and can very easily go boom if the wrong methods are used. The MFSU call system shouldn't cause a problem, except that you didn't have the temperature sensor and/or a gate set to interrupt its call for power in case of emergency.

Hey,I just set up the "Very High Speed Breeder" and startet running it. In the description it says, that it takes 60s/Uranium. But it took a whole cycle to re-enrich the 8 depleted cells.Am I doing something wrong?

Hey,I just set up the "Very High Speed Breeder" and startet running it. In the description it says, that it takes 60s/Uranium. But it took a whole cycle to re-enrich the 8 depleted cells.Am I doing something wrong?

two things: 1: how many heating cells are you using? Select Additional Information then highlight the cell to see the number used. (in this case, 60)2: is the reactor fully heated up? It takes a while to get up to temp. Best way would to use stuff from the Nuclear Control mod to see it's exact temp.